Keyes Island Reactor Trial: Difference between revisions

From Unofficial Homecoming Wiki
Jump to navigation Jump to search
imported>Blondeshell
(add story summary, remove duplicated detail from strategy article)
mNo edit summary
 
(4 intermediate revisions by 3 users not shown)
Line 4: Line 4:
{{Infobox Trial
{{Infobox Trial
|name= The Keyes Island Reactor Trial
|name= The Keyes Island Reactor Trial
|type=Incarnate
|image=[[File:I20 Anti-Matter Art.jpg|200px]]
|size=12-24
|size=12-24
|enemies={{Enemy Warworks}}{{Enemy Praetorians}}
|enemies={{Enemy Warworks}}{{Enemy Praetorians}}
Line 44: Line 46:
'''Anti-Matter:''' {{Text-Antimatter|The Emperor has been a fool to ignore my brilliance, and SHE... she... has been swayed by his opinion of me. But now, I will show her... I will show HIM... I WILL SHOW YOU... what I can do!}}<br />
'''Anti-Matter:''' {{Text-Antimatter|The Emperor has been a fool to ignore my brilliance, and SHE... she... has been swayed by his opinion of me. But now, I will show her... I will show HIM... I WILL SHOW YOU... what I can do!}}<br />
'''Anti-Matter:''' {{Text-Antimatter|These reactors are MINE! They are MY legacy to the world! I will not allow you or anyone else to have them!}}}}
'''Anti-Matter:''' {{Text-Antimatter|These reactors are MINE! They are MY legacy to the world! I will not allow you or anyone else to have them!}}}}
{{divbox|midnightblue| |Impressive. It appears that Keyes has found a way to bend the antimatter reactions within the reactor to his own ends.  <br />
{{divbox|paragon| |Impressive. It appears that Keyes has found a way to bend the antimatter reactions within the reactor to his own ends.  <br />
He is shaping and channeling the reactor's energy on his own. With the control he has, he can create massive pulses of energy that can sterilize whole cities. <br />
He is shaping and channeling the reactor's energy on his own. With the control he has, he can create massive pulses of energy that can sterilize whole cities. <br />
Tyrant was certainly foolish to underestimate this human, but what else would one expect from one who styles himself a god?<br />
Tyrant was certainly foolish to underestimate this human, but what else would one expect from one who styles himself a god?<br />
It pities me that we must eliminate Keyes, but his madness is now all consuming. I shall see if there is any means for you to break his control over the reactors.}}
It pities me that we must eliminate Keyes, but his madness is now all consuming. I shall see if there is any means for you to break his control over the reactors.}}
{{divbox|midnightblue| |I think I have determined what Anti-Matter is doing. He has assumed direct control of the reactor's magnetic containment systems and is using those to shape the pulses. <br />
{{divbox|paragon| |I think I have determined what Anti-Matter is doing. He has assumed direct control of the reactor's magnetic containment systems and is using those to shape the pulses. <br />
He will not risk the whole city, but while you are on the Island, expect him to make full use of the radiation pulses in an effort to stop you.<br />
He will not risk the whole city, but while you are on the Island, expect him to make full use of the radiation pulses in an effort to stop you.<br />
For all his planning, though, his control can be overcome. All you need to do is recover enough Power Cells from around the reactor to recharge the terminals responsible for the containment. <br />
For all his planning, though, his control can be overcome. All you need to do is recover enough Power Cells from around the reactor to recharge the terminals responsible for the containment. <br />
Once they're all back online, the reactor's main system will reboot and Anti-Matter will lose control over the reactor.}}
Once they're all back online, the reactor's main system will reboot and Anti-Matter will lose control over the reactor.}}
{{divbox|midnightblue| |Keyes himself is preparing to materialize on the island. Whatever you do, you must avoid injuring him too much. <br />
{{divbox|paragon| |Keyes himself is preparing to materialize on the island. Whatever you do, you must avoid injuring him too much. <br />
As long as those reactors remain under his thrall, he must stay alive. <br />
As long as those reactors remain under his thrall, he must stay alive. <br />
The worse his injuries become, the more he'll lose focus and the worse the radiation pulses will get!}}
The worse his injuries become, the more he'll lose focus and the worse the radiation pulses will get!}}
Line 61: Line 63:
{{PowerBox|Icon=Gadgets_TargetingDrone.png|Name=Power Cell|Effect=Magnetic Containment Power Cell|Desc=This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.}}
{{PowerBox|Icon=Gadgets_TargetingDrone.png|Name=Power Cell|Effect=Magnetic Containment Power Cell|Desc=This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.}}


{{divbox|midnightblue| |I'm impressed. You have wrested control of Reactor Hope. Now you must focus on Reactor Genesis, the central reactor of the complex. This one will not be any easier, though.<br />
{{divbox|paragon| |I'm impressed. You have wrested control of Reactor Hope. Now you must focus on Reactor Genesis, the central reactor of the complex. This one will not be any easier, though.<br />
Anti-Matter has begun deploying Goliath War Walkers to recover the Power Cells before you do.<br />
Anti-Matter has begun deploying Goliath War Walkers to recover the Power Cells before you do.<br />
You must catch these War Walkers and defeat them before they can escape.<br />
You must catch these War Walkers and defeat them before they can escape.<br />
That is the only way you're going to be able to take control of the system.}}
That is the only way you're going to be able to take control of the system.}}
{{divbox|midnightblue| |The reactor pulses appear to be getting stronger. I expect that is because each pulse is damaging the reactors too.  <br />
{{divbox|paragon| |The reactor pulses appear to be getting stronger. I expect that is because each pulse is damaging the reactors too.  <br />
I'd be very careful about doing too much harm to Anti-Matter. It seems likely that these pulses will only grow stronger before this is over.}}
I'd be very careful about doing too much harm to Anti-Matter. It seems likely that these pulses will only grow stronger before this is over.}}


Line 73: Line 75:
{{PowerBox|Icon=Gadgets_TargetingDrone.png|Name=Power Cell|Effect=Magnetic Containment Power Cell|Desc=This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.}}
{{PowerBox|Icon=Gadgets_TargetingDrone.png|Name=Power Cell|Effect=Magnetic Containment Power Cell|Desc=This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.}}


{{divbox|midnightblue| |While you were busy dealing with the Goliaths, Anti-Matter's drones have stockpiled the remaining power cells within bunkers until more Goliaths can be deployed.<br />
{{divbox|paragon| |While you were busy dealing with the Goliaths, Anti-Matter's drones have stockpiled the remaining power cells within bunkers until more Goliaths can be deployed.<br />
You must find a way into those bunkers if you have any hope of recovering the power cells. <br />
You must find a way into those bunkers if you have any hope of recovering the power cells. <br />
There appear to be two possible ways to access each bunker. The front doors are heavily guarded, but are the most reliable way into the bunker. <br />
There appear to be two possible ways to access each bunker. The front doors are heavily guarded, but are the most reliable way into the bunker. <br />
Line 81: Line 83:
With all of the reactors neutralized, Anti-Matter confronts your League and must be defeated, but he has a number of tricks up his sleeve.
With all of the reactors neutralized, Anti-Matter confronts your League and must be defeated, but he has a number of tricks up his sleeve.


{{divbox|midnightblue| |Splice deployed a patch to each reactor as you took them over, so Anti-Matter is shut out. Now, we must deal with him. He's clearly lost all control. It is better that we end this now while we still have the chance!}}
{{divbox|paragon| |Splice deployed a patch to each reactor as you took them over, so Anti-Matter is shut out. Now, we must deal with him.<br />
He's clearly lost all control. It is better that we end this now while we still have the chance!}}


'''Notable NPCs'''
'''Notable NPCs'''
Line 104: Line 107:
|-
|-
| [[File:Badge it keyes achievement.png|54px]]
| [[File:Badge it keyes achievement.png|54px]]
| {{BadgeLink|Loves A Challenge}}
| {{BadgeLink|Loves a Challenge}}
| &nbsp; Complete the Keyes Island Reactor Trial without anyone dying or destroying any terminals during the final battle with Anti-Matter
| &nbsp; Complete the Keyes Island Reactor Trial without anyone dying or destroying any terminals during the final battle with Anti-Matter
|-
|-
Line 113: Line 116:
| {{center|[[File:Badge it keyes master.png|20px]]}}
| {{center|[[File:Badge it keyes master.png|20px]]}}
| {{BadgeLink|Master of Keyes Island Reactor}}
| {{BadgeLink|Master of Keyes Island Reactor}}
| &nbsp; Earn the Anti-Anti-Matter, Bunker Buster, Loves A Challenge, and Avoids the Green Stuff badges.
| &nbsp; Earn the Anti-Anti-Matter, Bunker Buster, Loves a Challenge, and Avoids the Green Stuff badges.
|}
|}


Line 149: Line 152:
** Disintegrate, as used by [[Anti-Matter]], dealt more damage with each tick, with the final tick doing 99% of a player's health rather than 80% as it is currently
** Disintegrate, as used by [[Anti-Matter]], dealt more damage with each tick, with the final tick doing 99% of a player's health rather than 80% as it is currently
** The Incarnate Component reward table was standard in the original; it was updated to increase the chance of Rare or Very Rare components dropping
** The Incarnate Component reward table was standard in the original; it was updated to increase the chance of Rare or Very Rare components dropping




{{Navbox Incarnate System}}
{{Navbox Incarnate System}}
{{Navbox Trials and Task Forces}}
[[Category:Trials and Task Forces]]
[[Category:Trials and Task Forces]]
[[Category:Incarnate System]]
[[Category:Incarnate System]]

Latest revision as of 10:19, 2 November 2022

Overview

The Keyes Island Reactor Trial
Incarnate Trial
I20 Anti-Matter Art.jpg
Team Size 12-24 players
Badge Badge it keyes complete.png Keyes Technician
Enemy Groups
v  d  e

The Keyes Island Reactor Trial (K.I.R., Keyes or KIR) is the third Incarnate Trial, released with Issue 20.5: Incarnates Ascend, which takes place in Praetoria. A maximum of 24 players can raid the Keyes Island Reactor. Chronologically, this trial takes place immediately after both the Behavioral Adjustment Facility Trial and the Lambda Sector Trial.

During the mission, a voice will "radio in" information about your progress. While there is no specific contact (the trial is entered entirely through the LFG menu), it is possible that your unseen helper is meant to be Prometheus as he was added in Issue 20 to recruit Incarnate-capable players to wage a war against Emperor Cole and end his quest to become more in-tune with the Well of the Furies.

Both types of Incarnate Experience are gained towards unlocking the Incarnate Slots.

Story Summary

The reactor housed on Keyes Island built by Anti-Matter supplies the majority of power to Praetoria. A team of Incarnates plan to disable it to cripple Praetoria's war effort. Unfortunately, Praetor Keyes (Anti-Matter), has caught wind of this plan and set his Clockwork in motion to protect it. In addition, his suit has controls for the reactors and has set each of them to irradiate the whole island in turn if Primal Earth's allies don't work quickly to shut them down!

Keyes is ultimately defeated in a final showdown after all of the reactors have been successfully shut down.

In Detail

The Incarnates must neutralize the three antimatter reactors on Keyes Isle, while avoiding Anti-Matter's powerful attacks and defenses.

Phase 1: Reactor Hope

This phase begins with having to defeat thirty Warworks, and then collecting and using Power Cells to disable the reactor.

Power
Power Cell

Magnetic Containment Power Cell

This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.

Anti-Matter: And now, you come for me. You come for MY legacy, because you need it! I'll be damned if I sit idly by and watch you scheme and plot to take MY reactors from ME!
Anti-Matter: Pitiful whelps, did you really think I built these reactors without some way for me to harness their power? Do you really believe that I will allow you to take them from me without using all the means at my disposal?!

Anti-Matter: As your death approaches, know that you now see the truth!
Anti-Matter: The Emperor has been a fool to ignore my brilliance, and SHE... she... has been swayed by his opinion of me. But now, I will show her... I will show HIM... I WILL SHOW YOU... what I can do!
Anti-Matter: These reactors are MINE! They are MY legacy to the world! I will not allow you or anyone else to have them!

Phase 2: Reactor Genesis

In this phase, Warworks Recovery Teams are attempting to abscond with the Power Cells to prevent your League from acquiring them. The league must defeat at least 15 Goliath War Walkers in order to obtain enough power cells to disable the reactor.

Power
Power Cell

Magnetic Containment Power Cell

This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.

Phase 3: Reactor Infinity

With the failure of the Recovery Teams, the Warworks have resorted to stashing the remaining Power Cells in three bunkers to prevent your League from accessing them. Break into the bunkers, retrieve the power cells, and disable the reactor.

Power
Power Cell

Magnetic Containment Power Cell

This power cell must be installed in the Containment System Terminals scattered around the reactor in order to restore the integrity of the system and override Antimatter's control. Each Containment System Terminal requires three Power Cells to be fully capable of generating the magnetic field needed to assert control over the system. If a Power Cell is removed from the vicinity of Keyes Island, it will rapidly decay and become unusable.

Phase 4: Truck Depot

With all of the reactors neutralized, Anti-Matter confronts your League and must be defeated, but he has a number of tricks up his sleeve.

Notable NPCs

Rewards

Badges

Badge it keyes complete.png Keyes Technician   Complete the Keyes Island Reactor Trial
Badge it keyes achievement.png Anti-Anti-Matter   Complete the Keyes Island Reactor Trial after having brought Anti-Matter below 10% of his health while attempting to take control of Reactor Hope
Badge it keyes achievement.png Bunker Buster   During the Keyes Island Reactor Trial, bust down all three doors on a bunker within three seconds, and then repeat for all bunkers near Reactor Infinity
Badge it keyes achievement.png Loves a Challenge   Complete the Keyes Island Reactor Trial without anyone dying or destroying any terminals during the final battle with Anti-Matter
Badge it keyes achievement.png Avoids the Green Stuff   Don't let anyone be caught by an Obliteration Beam in the final battle with Anti-Matter during the Keyes Island Reactor Trial
Badge it keyes master.png
Master of Keyes Island Reactor   Earn the Anti-Anti-Matter, Bunker Buster, Loves a Challenge, and Avoids the Green Stuff badges.

Note: Bunker Buster is rewarded at trial completion.

Experience

Salvage

  • Incarnate Threads drop instead of Incarnate Shards.
  • Upon successful completion of this trial, each character is presented with a reward table allowing them to choose one reward from several options. There is a participation threshold that must be met in order to receive an Incarnate Component table instead of a 10 Threads or one Super-level inspiration "consolation prize".
    • If a character surpasses this threshold, the rarity of the component reward is a random roll. The options available will either be a choice of: one Common component or two Super-level inspirations, one Uncommon component or three Super-level inspirations, one Rare component or four Super-level inspirations, or one Very Rare component or five Super-level inspirations.
  • The chances of receiving a Rare or Very Rare Incarnate Component upon completion of this trial are higher than in other Incarnate Trials.
  • A random Uncommon Incarnate Component is awarded the first time each achievement badge is qualified for.
  • A random Rare Incarnate Component is awarded the first time the Master of Keyes Island Reactor badge is qualified for.

Merits

  • Two Empyrean Merits will be awarded upon successful completion of the Trial once per 20 hour period.
  • An Astral Merit will be awarded immediately after stabilizing each reactor.
  • An additional Astral Merit can be rewarded at the end of the trial for running as an Open League.
  • An additional Astral Merit can be earned if the requirements for the Anti-Anti-Matter badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial.
  • An additional Astral Merit can be earned if the requirements for the Bunker Buster badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial.
  • An additional Astral Merit can be earned if the requirements for the Loves a Challenge badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial.
  • An additional Astral Merit can be earned if the requirements for the Avoids the Green Stuff badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial.

Strategy

Historical

This article or section contains information about changes that took place in City of Heroes/Villains. It is provided for historical purposes.

  • Originally, the Keyes Island Reactor Trial was harder. As a result, few players would attempt it, opting for running Behavioral Adjustment Facility Trial and Lambda Sector Trial over and over instead. It was changed to entice players to attempt the Trial more often. Originally, the Trial had the following:
    • Phases 1, 2, and 3 required all ten Containment System Terminals to be neutralized rather than just six
    • Disintegrate, as used by Anti-Matter, dealt more damage with each tick, with the final tick doing 99% of a player's health rather than 80% as it is currently
    • The Incarnate Component reward table was standard in the original; it was updated to increase the chance of Rare or Very Rare components dropping